<!--QuoteBegin-docchimpy+Sep 10 2004, 07:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (docchimpy @ Sep 10 2004, 07:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I find that there's less Teamwork in games you can buy at a store. That's just been my experience, though. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Because last I checked nobody sells Battlefield 1942.
Listen, I've had nowhere near the level of teamwork in Digital Paintball, Hostile Intent, Science and Industry, or any of the countless other mods I have played compared to the teamwork in games like Joint Operations or Warcraft 3.
It's not BF1942. Same engine, but the game itself is different. In Battlefield, people just run around stealing planes. The most teamwork you can get is people rushing the flag. GC has vehicles that can't be used to their full extent unless you use teamwork. For example, the Millenium Falcon has two gun turrets, but neither of them can be manned by the pilot. Two other people have to hop in. While waiting for two gunners, the pilot often finds himself with a full ship. He then goes on a gauntlet run through the bulk of the empire forces, dodging fire, avoiding other fighters, the gunners shooting wildly, while the guys inside the falcon itself hydropsan away. He then drops down behind enemy lines, and while the infantry attempt to storm the flag, he and the gunners fly above the Imps, attempting to draw the fire from their comrades. Another time, a group of fighters racking up kills far off on the other side of the map hears that the enemy fleet has found their last remaining capital ship. They quickly pull away, hoping to get to the ship in time. Meanwhile, the capital ship is bravely holding off a horde of TIE fighters and bombers. The ship is at 20% health, stray engineers working their best to fix it. The captain decides to try and punch through the enemy fleet, and hits the thrusters. The other battleships scramble out of the way, and smaller fighters crash into the ship itself and explode, taking away small yet vital chunks of health. It seems like this gamble has failed, when suddenly the fighter squad that had been off racking up frags returns to save the day. With the help of these few renegade fighters, the crew of the capital ship manages to get the Imperials to retreat. I'll admit, I haven't seen much teamwork on the Imperial side, but that's because I rarely play it. I have played Unreal Tournament 2004, ad I've seen nothing like this. The same applies to Tribes:Vengance, and the basic BF1942 and it's expansions. I've played too little of BF:V to form a valid opinion, so I won't. I've not played either of the games you;ve mentioned, so I shan't comment on them either. However, the other mods you mentioned were more like Team Deathmatch, not really Team Based fighting. (And really, did you EXPECT any type of mental activity(required for teamwork) from the people who downloaded a paintball mod? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ) Anyway, Half Life is, at heart, a deathmatch engine. With enough tweaking, it can be made into a game that fosters teamwork, but it's hard to achieve that balance between fostering teamwork and forcing it. Arg...need to cut down on the words...
However, to each his own. To be cliched, just don't knock it till you've tried it. If you have tried it, then knock to your heart's content.
<!--QuoteBegin-PvtBones+Sep 10 2004, 07:56 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (PvtBones @ Sep 10 2004, 07:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> GC > battlefront, GC already has more vehicles than battlefront, plus space maps, plus many others things like their only sticking to canon SW. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Hm? Last I checked Battlefront is sticking to canon; or if you consider only the movies canon, then the E-Wing is certainly out of place in Galactic Conquest, same with the Amphibian or the Wave Skimmer. And I don't think Galactic Conquest has over 25 vehicles, like Battlefront does. And who knows if there are space maps or not? The game isn't out yet, and it's certainly possible. It would be a heck of a quick mod: 2 capital ships, spawn points on each. Bada bing!
I wish they'd pull a finger out and put the game files up, I'm itching to play it.
I don't really care if Battleground is out soon... 1942 is out now, and this is a free mod that has an existing player base. As opposed to a SW game which is just starting out, costs money to buy, and probably wont be as fun.
Lucasarts do make nice games, but balance is where they go on their backsides... just look at the JK games....
I'm almost sure as sure can be that GC has over 25 vehicles.
-Tie fighter -Tie bomber -Tie advance(thingy) -R2 droid -X-Wing -Y-Wing -A-wing -Speeder bike -Imperial shuttle -Cloudbus -The red ship from teh same scene in ESB as the cloudcar -Wave skimmer -Mon calamory boat thing -The surface X-wing variant (on the Mon Calamory map) -Speeder car(hover car thing seen on tatoonine) -Melinium Falcon -Imperial Star destroyer -The Imperial Frigate -The landing ship from Episode 2 (theres now two variants in .5) -Chicken walkers (aka AT-ST) -Snow speeders -theres a transport on hoth that is only seen breifly in ESB at the begining of the -attack -Reb Frigate -other Reb cap ship -Imperial Tank (new to .5) -Imperial Artilery (new to .5) -Reb tank (new to .5) -reb Artilery (new to .5)
thats just a list off the top of my head while I wait for .5 to finish downloading but know I missed a few.
*EDIT* for those to lazy to count its about 28 vehicles right there.
Galactic conquest FTW! I've never played it online though <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> I'm not even going to try and put it on this PC, but all this will change in a week or 2
here's my little review of Release 4 ( made an error in ym earlier post saying it was .5 ):
There have been alot of new features in Release 4, No the AT-AT has not yet made an appearence in the mod yet (althought quite possibly in release 5 or 6 as rumor has it).
In this release they completely redid teh class system and added many new features to the mod. Like the Camo net and sprinting features for the sniper (I believe sprinting has never been done before in a BF mod), a temp. shield generator ( half a circle) for the engineer. and Poison gernades and a leathal injection gun for the medic.
Tanks and artillery have made their debut in this release aswell. The artillery can be absolutely deadly when a scout in his camo net gives you a target smack dab in the middle of a imp base.
Three maps have been added Lok, Anchorhead and Datoonine which one the custom map contest (and the makers of the maps are now devs of the modaswell) ISD Juicator got a much needed tweaking give the rebels a second entrance into the the ship (the map is quite unique, a must play) and it is now (very) hard for the rebels to get spawncamped.
Bugs you ask? well I believe they did a very good job although a few notice bugs affecting gameplay (most noticable Mon Calimory or however it's is spelled) where teh shied generator or cam tent would fall through the artifical ground (a static terrain).
My only complaint about this release is that a number of maps don't make use of the new class features to the full extent, The only one I find to do that is the Hoth map.
all in all I would say I would give this release a 4/5.
yep the guns in there (it replaces the knife as super up close pwnage) it's a one hit kill but you gotta get really close to the guy (I'm guessing right up against)
Its nice but on DEATHSTAR I find it tricky to fly off in my TIE. And yes I am trying the reverse thrust = climb thing. Also, I like how the trench walls are borked - get into the imperial skycar/tram thing and drive to the edge of the trench and you'll actually fall out of the map...
I like it, as mods go, tho I wish the Probot was easier to steer... using the land commands for dive and climb is pretty odd considering all the other steering is done with the air controls..
(I use joystick for flying, and it allows me to rotate and move forward, but to dive/climb you have to use the mouse.... and left/right on the mouse moves the turrety probot head... very annoying)
Comments
Because last I checked nobody sells Battlefield 1942.
Listen, I've had nowhere near the level of teamwork in Digital Paintball, Hostile Intent, Science and Industry, or any of the countless other mods I have played compared to the teamwork in games like Joint Operations or Warcraft 3.
However, to each his own. To be cliched, just don't knock it till you've tried it. If you have tried it, then knock to your heart's content.
Hm? Last I checked Battlefront is sticking to canon; or if you consider only the movies canon, then the E-Wing is certainly out of place in Galactic Conquest, same with the Amphibian or the Wave Skimmer. And I don't think Galactic Conquest has over 25 vehicles, like Battlefront does. And who knows if there are space maps or not? The game isn't out yet, and it's certainly possible. It would be a heck of a quick mod: 2 capital ships, spawn points on each. Bada bing!
Edit: That's 25 unique, distinguishable vehicles.
I don't really care if Battleground is out soon... 1942 is out now, and this is a free mod that has an existing player base. As opposed to a SW game which is just starting out, costs money to buy, and probably wont be as fun.
Lucasarts do make nice games, but balance is where they go on their backsides... just look at the JK games....
-Tie fighter
-Tie bomber
-Tie advance(thingy)
-R2 droid
-X-Wing
-Y-Wing
-A-wing
-Speeder bike
-Imperial shuttle
-Cloudbus
-The red ship from teh same scene in ESB as the cloudcar
-Wave skimmer
-Mon calamory boat thing
-The surface X-wing variant (on the Mon Calamory map)
-Speeder car(hover car thing seen on tatoonine)
-Melinium Falcon
-Imperial Star destroyer
-The Imperial Frigate
-The landing ship from Episode 2 (theres now two variants in .5)
-Chicken walkers (aka AT-ST)
-Snow speeders
-theres a transport on hoth that is only seen breifly in ESB at the begining of the -attack
-Reb Frigate
-other Reb cap ship
-Imperial Tank (new to .5)
-Imperial Artilery (new to .5)
-Reb tank (new to .5)
-reb Artilery (new to .5)
thats just a list off the top of my head while I wait for .5 to finish downloading but know I missed a few.
*EDIT* for those to lazy to count its about 28 vehicles right there.
I've never played it online though <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
I'm not even going to try and put it on this PC, but all this will change in a week or 2
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
There have been alot of new features in Release 4, No the AT-AT has not yet made an appearence in the mod yet (althought quite possibly in release 5 or 6 as rumor has it).
In this release they completely redid teh class system and added many new features to the mod. Like the Camo net and sprinting features for the sniper (I believe sprinting has never been done before in a BF mod), a temp. shield generator ( half a circle) for the engineer. and Poison gernades and a leathal injection gun for the medic.
Tanks and artillery have made their debut in this release aswell. The artillery can be absolutely deadly when a scout in his camo net gives you a target smack dab in the middle of a imp base.
Three maps have been added Lok, Anchorhead and Datoonine which one the custom map contest (and the makers of the maps are now devs of the modaswell) ISD Juicator got a much needed tweaking give the rebels a second entrance into the the ship (the map is quite unique, a must play) and it is now (very) hard for the rebels to get spawncamped.
Bugs you ask? well I believe they did a very good job although a few notice bugs affecting gameplay (most noticable Mon Calimory or however it's is spelled) where teh shied generator or cam tent would fall through the artifical ground (a static terrain).
My only complaint about this release is that a number of maps don't make use of the new class features to the full extent, The only one I find to do that is the Hoth map.
all in all I would say I would give this release a 4/5.
Lethal injection gun? Manual didn't say THAT.
Its nice but on DEATHSTAR I find it tricky to fly off in my TIE. And yes I am trying the reverse thrust = climb thing. Also, I like how the trench walls are borked - get into the imperial skycar/tram thing and drive to the edge of the trench and you'll actually fall out of the map...
I like it, as mods go, tho I wish the Probot was easier to steer... using the land commands for dive and climb is pretty odd considering all the other steering is done with the air controls..
(I use joystick for flying, and it allows me to rotate and move forward, but to dive/climb you have to use the mouse.... and left/right on the mouse moves the turrety probot head... very annoying)